/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.

This file is part of Quake III Arena source code.

Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
 */
//
#include "ui_local.h"

#define ART_FRAMEL		"menu/art/frame2_l"
#define ART_FRAMER		"menu/art/frame1_r"
#define ART_MODEL0		"menu/art/model_0"
#define ART_MODEL1		"menu/art/model_1"
#define ART_BACK0		"menu/art/back_0"
#define ART_BACK1		"menu/art/back_1"
#define ART_FX_BASE		"menu/art/fx_base"
#define ART_FX_BLUE		"menu/art/fx_blue"
#define ART_FX_CYAN		"menu/art/fx_cyan"
#define ART_FX_GREEN		"menu/art/fx_grn"
#define ART_FX_RED		"menu/art/fx_red"
#define ART_FX_TEAL		"menu/art/fx_teal"
#define ART_FX_WHITE		"menu/art/fx_white"
#define ART_FX_YELLOW		"menu/art/fx_yel"

#define ID_NAME			10
#define ID_EFFECTS		11
#define ID_BACK			12
#define ID_MODEL		13

#define MAX_NAMELENGTH	20

typedef struct {
    menuframework_s menu;

    menutext_s banner;
    menubitmap_s framel;
    menubitmap_s framer;
    menubitmap_s player;

    menufield_s name;
    menulist_s effects;

    menubitmap_s back;
    menubitmap_s model;
    menubitmap_s item_null;

    qhandle_t fxBasePic;
    qhandle_t fxPic[7];
    playerInfo_t playerinfo;
    int current_fx;
    char playerModel[MAX_QPATH];
} playersettings_t;

static playersettings_t s_playersettings;

static int gamecodetoui[] = {4, 2, 3, 0, 5, 1, 6};
static int uitogamecode[] = {4, 6, 2, 3, 1, 5, 7};

/*
=================
PlayerSettings_DrawName
=================
 */
static void PlayerSettings_DrawName(void *self) {
    menufield_s *f;
    qboolean focus;
    int style;
    char *txt;
    char c;
    float *color;
    int n;
    int basex, x, y;
    char name[32];

    f = (menufield_s*) self;
    basex = f->generic.x;
    y = f->generic.y;
    focus = (f->generic.parent->cursor == f->generic.menuPosition);

    style = UI_LEFT | UI_SMALLFONT;
    color = text_color_normal;
    if (focus) {
        style |= UI_PULSE;
        color = text_color_highlight;
    }

    UI_DrawProportionalString(basex, y, "Name", style, color);

    // draw the actual name
    basex += 64;
    y += PROP_HEIGHT;
    txt = f->field.buffer;
    color = g_color_table[ColorIndex(COLOR_WHITE)];
    x = basex;
    while ((c = *txt) != 0) {
        if (!focus && Q_IsColorString(txt)) {
            n = ColorIndex(*(txt + 1));
            if (n == 0) {
                n = 7;
            }
            color = g_color_table[n];
            txt += 2;
            continue;
        }
        UI_DrawChar(x, y, c, style, color);
        txt++;
        x += SMALLCHAR_WIDTH;
    }

    // draw cursor if we have focus
    if (focus) {
        if (trap_Key_GetOverstrikeMode()) {
            c = 11;
        } else {
            c = 10;
        }

        style &= ~UI_PULSE;
        style |= UI_BLINK;

        UI_DrawChar(basex + f->field.cursor * SMALLCHAR_WIDTH, y, c, style, color_white);
    }

    // draw at bottom also using proportional font
    Q_strncpyz(name, f->field.buffer, sizeof (name));
    Q_CleanStr(name);
    UI_DrawProportionalString(320, 440, name, UI_CENTER | UI_BIGFONT, text_color_normal);
}

/*
=================
PlayerSettings_DrawEffects
=================
 */
static void PlayerSettings_DrawEffects(void *self) {
    menulist_s *item;
    qboolean focus;
    int style;
    float *color;

    item = (menulist_s *) self;
    focus = (item->generic.parent->cursor == item->generic.menuPosition);

    style = UI_LEFT | UI_SMALLFONT;
    color = text_color_normal;
    if (focus) {
        style |= UI_PULSE;
        color = text_color_highlight;
    }

    UI_DrawProportionalString(item->generic.x, item->generic.y, "Color", style, color);

    UI_DrawHandlePic(item->generic.x + 64, item->generic.y + PROP_HEIGHT + 8, 128, 8, s_playersettings.fxBasePic);
    UI_DrawHandlePic(item->generic.x + 64 + item->curvalue * 16 + 8, item->generic.y + PROP_HEIGHT + 6, 16, 12, s_playersettings.fxPic[item->curvalue]);
}

/*
=================
PlayerSettings_DrawPlayer
=================
 */
static void PlayerSettings_DrawPlayer(void *self) {
    menubitmap_s *b;
    vec3_t viewangles;
    char buf[MAX_QPATH];

    trap_Cvar_VariableStringBuffer("model", buf, sizeof ( buf));
    if (strcmp(buf, s_playersettings.playerModel) != 0) {
        UI_PlayerInfo_SetModel(&s_playersettings.playerinfo, buf);
        strcpy(s_playersettings.playerModel, buf);

        viewangles[YAW] = 180 - 30;
        viewangles[PITCH] = 0;
        viewangles[ROLL] = 0;
        UI_PlayerInfo_SetInfo(&s_playersettings.playerinfo, LEGS_IDLE, TORSO_STAND, viewangles, vec3_origin, WP_ACR, qfalse);
    }

    b = (menubitmap_s*) self;
    UI_DrawPlayer(b->generic.x, b->generic.y, b->width, b->height, &s_playersettings.playerinfo, uis.realtime / 2);
}

/*
=================
PlayerSettings_SaveChanges
=================
 */
static void PlayerSettings_SaveChanges(void) {
    // name
    trap_Cvar_Set("name", s_playersettings.name.field.buffer);

    // effects color
    trap_Cvar_SetValue("color1", uitogamecode[s_playersettings.effects.curvalue]);
}

/*
=================
PlayerSettings_MenuKey
=================
 */
static sfxHandle_t PlayerSettings_MenuKey(int key) {
    if (key == K_MOUSE2 || key == K_ESCAPE) {
        PlayerSettings_SaveChanges();
    }
    return Menu_DefaultKey(&s_playersettings.menu, key);
}

/*
=================
PlayerSettings_SetMenuItems
=================
 */
static void PlayerSettings_SetMenuItems(void) {
    vec3_t viewangles;
    int c;
    int h;

    // name
    Q_strncpyz(s_playersettings.name.field.buffer, UI_Cvar_VariableString("name"), sizeof (s_playersettings.name.field.buffer));

    // effects color
    c = trap_Cvar_VariableValue("color1") - 1;
    if (c < 0 || c > 6) {
        c = 6;
    }
    s_playersettings.effects.curvalue = gamecodetoui[c];

    // model/skin
    memset(&s_playersettings.playerinfo, 0, sizeof (playerInfo_t));

    viewangles[YAW] = 180 - 30;
    viewangles[PITCH] = 0;
    viewangles[ROLL] = 0;

    UI_PlayerInfo_SetModel(&s_playersettings.playerinfo, UI_Cvar_VariableString("model"));
    UI_PlayerInfo_SetInfo(&s_playersettings.playerinfo, LEGS_IDLE, TORSO_STAND, viewangles, vec3_origin, WP_ACR, qfalse);
}

/*
=================
PlayerSettings_MenuEvent
=================
 */
static void PlayerSettings_MenuEvent(void* ptr, int event) {
    if (event != QM_ACTIVATED) {
        return;
    }

    switch (((menucommon_s*) ptr)->id) {
        case ID_MODEL:
            PlayerSettings_SaveChanges();
            UI_PlayerModelMenu();
            break;

        case ID_BACK:
            PlayerSettings_SaveChanges();
            UI_PopMenu();
            break;
    }
}

/*
=================
PlayerSettings_MenuInit
=================
 */
static void PlayerSettings_MenuInit(void) {
    int y;

    memset(&s_playersettings, 0, sizeof (playersettings_t));

    PlayerSettings_Cache();

    s_playersettings.menu.key = PlayerSettings_MenuKey;
    s_playersettings.menu.wrapAround = qtrue;
    s_playersettings.menu.fullscreen = qtrue;

    s_playersettings.banner.generic.type = MTYPE_BTEXT;
    s_playersettings.banner.generic.x = 320;
    s_playersettings.banner.generic.y = 16;
    s_playersettings.banner.string = "PLAYER SETTINGS";
    s_playersettings.banner.color = color_white;
    s_playersettings.banner.style = UI_CENTER;

    s_playersettings.framel.generic.type = MTYPE_BITMAP;
    s_playersettings.framel.generic.name = ART_FRAMEL;
    s_playersettings.framel.generic.flags = QMF_LEFT_JUSTIFY | QMF_INACTIVE;
    s_playersettings.framel.generic.x = 0;
    s_playersettings.framel.generic.y = 78;
    s_playersettings.framel.width = 256;
    s_playersettings.framel.height = 329;

    s_playersettings.framer.generic.type = MTYPE_BITMAP;
    s_playersettings.framer.generic.name = ART_FRAMER;
    s_playersettings.framer.generic.flags = QMF_LEFT_JUSTIFY | QMF_INACTIVE;
    s_playersettings.framer.generic.x = 376;
    s_playersettings.framer.generic.y = 76;
    s_playersettings.framer.width = 256;
    s_playersettings.framer.height = 334;

    y = 144;
    s_playersettings.name.generic.type = MTYPE_FIELD;
    s_playersettings.name.generic.flags = QMF_NODEFAULTINIT;
    s_playersettings.name.generic.ownerdraw = PlayerSettings_DrawName;
    s_playersettings.name.field.widthInChars = MAX_NAMELENGTH;
    s_playersettings.name.field.maxchars = MAX_NAMELENGTH;
    s_playersettings.name.generic.x = 192;
    s_playersettings.name.generic.y = y;
    s_playersettings.name.generic.left = 192 - 8;
    s_playersettings.name.generic.top = y - 8;
    s_playersettings.name.generic.right = 192 + 200;
    s_playersettings.name.generic.bottom = y + 2 * PROP_HEIGHT;

    y += 3 * PROP_HEIGHT;
    s_playersettings.effects.generic.type = MTYPE_SPINCONTROL;
    s_playersettings.effects.generic.flags = QMF_NODEFAULTINIT;
    s_playersettings.effects.generic.id = ID_EFFECTS;
    s_playersettings.effects.generic.ownerdraw = PlayerSettings_DrawEffects;
    s_playersettings.effects.generic.x = 192;
    s_playersettings.effects.generic.y = y;
    s_playersettings.effects.generic.left = 192 - 8;
    s_playersettings.effects.generic.top = y - 8;
    s_playersettings.effects.generic.right = 192 + 200;
    s_playersettings.effects.generic.bottom = y + 2 * PROP_HEIGHT;
    s_playersettings.effects.numitems = 7;

    s_playersettings.model.generic.type = MTYPE_BITMAP;
    s_playersettings.model.generic.name = ART_MODEL0;
    s_playersettings.model.generic.flags = QMF_RIGHT_JUSTIFY | QMF_PULSEIFFOCUS;
    s_playersettings.model.generic.id = ID_MODEL;
    s_playersettings.model.generic.callback = PlayerSettings_MenuEvent;
    s_playersettings.model.generic.x = 640;
    s_playersettings.model.generic.y = 480 - 64;
    s_playersettings.model.width = 128;
    s_playersettings.model.height = 64;
    s_playersettings.model.focuspic = ART_MODEL1;

    s_playersettings.player.generic.type = MTYPE_BITMAP;
    s_playersettings.player.generic.flags = QMF_INACTIVE;
    s_playersettings.player.generic.ownerdraw = PlayerSettings_DrawPlayer;
    s_playersettings.player.generic.x = 400;
    s_playersettings.player.generic.y = -40;
    s_playersettings.player.width = 32 * 10;
    s_playersettings.player.height = 56 * 10;

    s_playersettings.back.generic.type = MTYPE_BITMAP;
    s_playersettings.back.generic.name = ART_BACK0;
    s_playersettings.back.generic.flags = QMF_LEFT_JUSTIFY | QMF_PULSEIFFOCUS;
    s_playersettings.back.generic.id = ID_BACK;
    s_playersettings.back.generic.callback = PlayerSettings_MenuEvent;
    s_playersettings.back.generic.x = 0;
    s_playersettings.back.generic.y = 480 - 64;
    s_playersettings.back.width = 128;
    s_playersettings.back.height = 64;
    s_playersettings.back.focuspic = ART_BACK1;

    s_playersettings.item_null.generic.type = MTYPE_BITMAP;
    s_playersettings.item_null.generic.flags = QMF_LEFT_JUSTIFY | QMF_MOUSEONLY | QMF_SILENT;
    s_playersettings.item_null.generic.x = 0;
    s_playersettings.item_null.generic.y = 0;
    s_playersettings.item_null.width = 640;
    s_playersettings.item_null.height = 480;

    Menu_AddItem(&s_playersettings.menu, &s_playersettings.banner);
    Menu_AddItem(&s_playersettings.menu, &s_playersettings.framel);
    Menu_AddItem(&s_playersettings.menu, &s_playersettings.framer);

    Menu_AddItem(&s_playersettings.menu, &s_playersettings.name);
    Menu_AddItem(&s_playersettings.menu, &s_playersettings.effects);
    Menu_AddItem(&s_playersettings.menu, &s_playersettings.model);
    Menu_AddItem(&s_playersettings.menu, &s_playersettings.back);

    Menu_AddItem(&s_playersettings.menu, &s_playersettings.player);

    Menu_AddItem(&s_playersettings.menu, &s_playersettings.item_null);

    PlayerSettings_SetMenuItems();
}

/*
=================
PlayerSettings_Cache
=================
 */
void PlayerSettings_Cache(void) {
    trap_R_RegisterShaderNoMip(ART_FRAMEL);
    trap_R_RegisterShaderNoMip(ART_FRAMER);
    trap_R_RegisterShaderNoMip(ART_MODEL0);
    trap_R_RegisterShaderNoMip(ART_MODEL1);
    trap_R_RegisterShaderNoMip(ART_BACK0);
    trap_R_RegisterShaderNoMip(ART_BACK1);

    s_playersettings.fxBasePic = trap_R_RegisterShaderNoMip(ART_FX_BASE);
    s_playersettings.fxPic[0] = trap_R_RegisterShaderNoMip(ART_FX_RED);
    s_playersettings.fxPic[1] = trap_R_RegisterShaderNoMip(ART_FX_YELLOW);
    s_playersettings.fxPic[2] = trap_R_RegisterShaderNoMip(ART_FX_GREEN);
    s_playersettings.fxPic[3] = trap_R_RegisterShaderNoMip(ART_FX_TEAL);
    s_playersettings.fxPic[4] = trap_R_RegisterShaderNoMip(ART_FX_BLUE);
    s_playersettings.fxPic[5] = trap_R_RegisterShaderNoMip(ART_FX_CYAN);
    s_playersettings.fxPic[6] = trap_R_RegisterShaderNoMip(ART_FX_WHITE);
}

/*
=================
UI_PlayerSettingsMenu
=================
 */
void UI_PlayerSettingsMenu(void) {
    PlayerSettings_MenuInit();
    UI_PushMenu(&s_playersettings.menu);
}
